In the past two years, domestic games have developed rapidly, just like the sudden appearance of several supernovas in the Age of Discovery, led by black myths, all of which have attracted the attention of domestic players.
"Liberating the Limit" from Xishanju is one of them.
The pre-release of this game is quite sufficient, and from 2023 onwards, whether it is an online or offline exhibition, it can always be seen.
As an action game with "next-generation multiplayer machine warfare" as its selling point, the mecha of the unrestricted machine is indeed quite fine and handsome, and the battle scenes between various giant warframes are also blood-pumping.
Different from the martial arts and ancient style of everyone's aesthetic fatigue, this time the big iron collided passionately, which is a new thing for domestic players and domestic games.
In the past two years, I have gone through various closed and limited tests, but the public players have never had the opportunity to try it.
It wasn't until a few days ago that the "Unrestricted Machine" finally released a demo of unlimited deletion tests on Steam, and everyone can download the game to try it.
And on the first day of testing, the unrestricted machine achieved a peak Steam online number of 310,000, which is quite gratifying for a game that is not quite popular.
It's just that the player evaluation didn't hold back, and it went straight to 34% of the positive reviews.
That's right, this can basically announce the first open test of "Unblocking Machine", which turned over a big car.
There are a lot of bad reviews because the server was overloaded on the day of the test, which led to crazy disconnections.
The emergency repair extended the service opening time by more than an hour, and the network connection was still unstable after the service was opened.
However, if it was just a network issue, "Unlimited" would not have fallen to this point.
Because aside from objective factors, its comprehensive quality will inevitably make people worry about the quality of its public beta.
But one thing to say, after Xiaofa started playing for a period of time in the past few days, I feel that "Solving the Limit" is not as pure as the current public opinion says, it belongs to some excellent foundations, and if certain adjustments are made before the official version, it still has the potential to become a good game.
Therefore, today I will briefly talk about the strengths and weaknesses of "Solving the Limit", and I hope that Xishanju, who developed this game, can rethink the positioning of the game, correct deviations in time, and avoid becoming the next "Frontier".
First of all, since the game is still in the demo stage, a lot of content has not been completed, such as the difficult voice acting and lines, etc., which are obviously sloppy and rough now.
But these problems are not a big problem for players who are interested in "Solving the Limit", after all, everyone comes to this game, and they don't want to gnaw on those boring plots, they just want to work hard.
Because, the game mode of "Unlimited" is a standard multiplayer cooperative competitive game, and it is more inclined to Overwatch's 6V6 team competition.
There are currently 13 mechs in the beta game, which is equivalent to 13 heroes in Overwatch.
There are 6 maps, each corresponding to a game mode, with common game formats such as carts, points, and material deliveries.
The positioning of different mechs is also different, for example, it is also divided into a T that can open a shield to resist damage and melee interference, a dog output C that steals people, and a lance sniper that applies long-range pressure, or a milk position that provides healing and support.
First of all, what Xiaofa thinks is good is that the design of each mecha is quite careful, and the modeling can withstand zooming and scrutiny.
Although some of the engraved lines and parts are a bit dramatic, and the fuselage is also a little plastic, it is still handsome overall, especially for a white like Xiaofa.
The second is the combat system and feel of "Liberating the Machine", which I also think is quite lively.
For high-level play, the operation of the mecha has a certain depth, and new players can be brainless.
High-energy artillery shoots sparks, melee slashes and slash jams.
The flexibility of the light mecha and the sense of power of the heavy mecha are restored quite well, and considering the mecha battle, I can personally accept a little stiffness in action.
Especially when using the melee fighter "Black Panther" to hit the enemy with a charged elbow, watching the enemy's health bar drop piece by piece, the feedback and sense of accomplishment are quite strong.
There are also some advanced skills, such as techniques and body techniques, or there is a shield reversal setting in the game, which requires a certain amount of practice from the player.
Among the functional armaments of the auxiliary position, there are also smoke, bunkers and other parts that divide the battlefield, which tests the player's consciousness.
Therefore, the overall battle is in-depth, and if you want to achieve that every mecha is well integrated and become the king of passers-by, there is also a high threshold.
Source: Station B UP Storm Fish
But as a competitive multiplayer game, balance is always a challenge.
In the past, the Marvel battle was all Superman, and then there was the recent return of Overwatch who was also anxious because of this matter.
It is necessary to make each mecha distinctive, but also to give it room to play, Xishanju is obviously still relatively immature in this area, and there are many problems with only 13 mechas.
Although different types of heroes can restrain each other, such as the jump slash of a melee mech and the defense of a fortress-like triceratops (in-game T-position mech), it is difficult to balance the values between them, and a few supermodel mechs can ruin the game experience.
And the milk position role in "Unlocking the Limit" is also a bit embarrassing now, either the milk volume is acceptable, and the damage is urgent, or he can neither fight nor raise the blood volume of his teammates, and he can basically free his hands if he is caught.
For most players who just want to fight, the nurse mecha has almost become a roadside.
Compared with the various supermodels tested for the first time, this time many mecha still can't satisfy players after a large number of nerfs, and they obviously feel the confusion of numerical planning.
And Xiaofa thinks that what is most lacking is that all mecha do not have a "big move", obviously this game also emphasizes teamwork, but there is almost no chance of a single soldier turning the tables, and the key team battles that may play together and turn the situation around do not exist.
This inevitably makes the late game more and more boring.
lacks adrenaline-pumping team battle nodes, and emphasizes the unbalanced balance, so "Solving the Limit" will not make Xiaofa want to play game after game.
And the starting point of all this may be because of the compromise made by Xishanju to push "Solving the Limit" to e-sports.
I really don't know why I have to pursue e-sports, after all, once I embark on the so-called e-sports road, I am destined to part ways with ordinary players, and the game will most likely go on a bad road.
However, aside from these problems related to the game's kernel, the rest of the design is even more confusing.
For example, the current "Unrestricted Machine" gives people an unrefined sense of immediacy.
The dirty game logo and UI make this game full of cheapness, dreaming back to the mobile game and web game interface of a few years ago, and comprehensively backward modern design aesthetics.
This Tik Tok glitch wind is more difficult to top
Let's change the logo
Moreover, the game is obviously geared towards all of you, but the production team spent a lot of time on the driver's side-wiping, all kinds of strange perspectives and tremors, and I had a little difficulty concentrating.
It's not that Xiaofa is so clear and tall that he doesn't like this set of things, but in a mecha game where his mind is full of fighting cool, in addition to increasing skin kryptonite points, I really don't understand the significance of adding these elements.
Because if I want to play these, maybe I can go and download another game called Dust White Zone.
Not only that, but the in-game currency system during the test also showed the trend of liver cirrhosis.
Novices can only use two mechas, and the price of one mecha ranges from thousands to more than 40,000 yuan.
Even if you pinch your face again, it will cost you 3000 for an eyeball.
And winning a game, not counting the newbie task reward in the early stage, only gives more than 1000.
If it weren't for the official slippery kneeling and sending a few boxes, it would be easy for everyone to match up 6 mechs in one game.
And this game doesn't have a quick match, only ranked.
It's not that there isn't any, in fact, there is still an entertainment mode, but you won't get any rewards including experience points.
Not to mention the slow upgrades, if you want to practice hero proficiency, level up, save money, and make passes, you can only compete hard, and you can't do it quickly, so I really don't understand the reason for this.
Then, there is the most criticized outside cultivation system - modification.
To put it bluntly, it is a LOL-like rune system, where players collect a total of 15 modifications in 5 locations to improve performance such as HP, energy recovery speed, mobility, and more.
And each modification has a rarity distinction, and the entries are random, all of which are a buff and a debuff, and if you want to brush out the modification you want, it is indispensable to have the end of the liver to the dark.
Although the value is not high, it still has an impact on fairness.
It's not that this custom mech system has to be abolished, it's entirely feasible to allow players to customize, it's just that it's not necessary to farm random entries.
However, what is even more rebellious is that the genius plan put the acquisition method of the modification in another mode: Mashmark.
This is a PVPVE evacuation map that is independent of 6V6 and specially made.
There is no other purpose for players to enter the map, which is to farm NPCs to get modifications, and to be careful of sneak attacks by hostile players. The whole process is boring and jailed, and it may not be rewarding.
Because after taking the modification, only one team of players in the map is allowed to evacuate from the extraction point that is brushed out. So if you want to evacuate, you have to start a war between players, win, escape with a few accessories, lose, and play the whole game directly for nothing.
There is neither the thrill of searching and withdrawing, nor the surprise of touching Daikin, only the repetitive work that does not necessarily have benefits.
Moreover, due to the improved performance of the modification, regardless of whether you like the gold mode or not, 6v6 players have to play, which is trapped in a loop.
In short, the whole game exposed a lot of problems during the second test.
But if the team is willing to listen to the opinions of the players and then retreat and adjust for a while, there is still a play in "Unlimited".
After all, if you like the theme of machine warfare, you will still eat a part of the audience, and it is relatively rare to put it in the domestic game market.
is the direction of e-sports that the official intends to take, Xiaofa personally really disagrees, because once he embarks on the road of specialization, it means that a large number of new players will be dissuaded, and finally lose their vitality.
And the game now only advocates players to play ranked, which greatly weakens the design of the entertainment mode, and obviously does not consider the way back for itself at all.